# 1 - Import library
import pygame, math, random
from pygame.locals import *
  
# 2 - Initialize the game
pygame.init()
width, height = 640, 480
keys = [False, False, False, False]
playerpos = [100, 100]
acc = [0, 0]
arrows = []
screen=pygame.display.set_mode((width, height))
badtimer = 100
badtimer1 = 0
badguys = [[640, 100]]
healthvalue = 194
  
# 3 - Load images
player = pygame.image.load("resources/images/dude.png")
grass = pygame.image.load("resources/images/grass.png")
castle = pygame.image.load("resources/images/castle.png")
arrow = pygame.image.load("resources/images/bullet.png")
badguyimg1 = pygame.image.load("resources/images/badguy.png")
badguyimg = badguyimg1
healthbar = pygame.image.load("resources/images/healthbar.png")
health = pygame.image.load("resources/images/health.png")
gameover = pygame.image.load("resources/images/gameover.png")
youwin = pygame.image.load("resources/images/youwin.png")
# 3.1 - Load audio
hit = pygame.mixer.Sound("resources/audio/explode.wav")
enemy = pygame.mixer.Sound("resources/audio/enemy.wav")
shoot = pygame.mixer.Sound("resources/audio/shoot.wav")
hit.set_volume(0.05)
enemy.set_volume(0.05)
shoot.set_volume(0.05)
pygame.mixer.music.load("resources/audio/moonlight.wav")
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.set_volume(0.25)

  
# 4 - keep looping through
running = 1
exitcode = 0
while running:
    # 5 - clear the screen before drawing it again
    screen.fill(0)
    # 6 - draw the screen elements
    for x in range(width/grass.get_width()+1):
        for y in range(height/grass.get_height()+1):
            screen.blit(grass, (x*100, y*100))
    screen.blit(castle, (0, 30))
    screen.blit(castle, (0, 135))
    screen.blit(castle, (0, 240))
    screen.blit(castle, (0, 345))
    position = pygame.mouse.get_pos()
    angle = math.atan2(position[1]-(playerpos[1]+32),position[0]-(playerpos[0]+26))
    playerrot = pygame.transform.rotate(player, 360-angle*57.29)
    playerpos1 = (playerpos[0]-playerrot.get_rect().width/2, playerpos[1]-playerrot.get_rect().height/2)
    screen.blit(playerrot, playerpos1)
    for bullet in arrows:
        index=0
        velx=math.cos(bullet[0])*10
        vely=math.sin(bullet[0])*10
        bullet[1]+=velx
        bullet[2]+=vely
        if bullet[1]<-64 or bullet[1]>640 or bullet[2]<-64 or bullet[2]>480:
            arrows.pop(index)
        index+=1
    for projectile in arrows:
        arrow1 = pygame.transform.rotate(arrow, 360-projectile[0]*57.29)
        screen.blit(arrow1, (projectile[1], projectile[2]))
    if badtimer == 0:
        badguys.append([640, random.randint(50, 430)])
        badtimer = 100 - (badtimer1*2)
        if badtimer1 >= 35:
            badtimer1 = 35
        else:
            badtimer1 += 5
    index = 0
    for badguy in badguys:
        if badguy[0] < -64:
            badguys.pop(index)
        badguy[0] -= 7
        badrect = pygame.Rect(badguyimg.get_rect())
        badrect.top = badguy[1]
        badrect.left = badguy[0]
        if badrect.left < 64:
            hit.play()
            healthvalue -= random.randint(5, 20)
            badguys.pop(index)
        index1 = 0
        for bullet in arrows:
            bullrect = pygame.Rect(arrow.get_rect())
            bullrect.left = bullet[1]
            bullrect.top = bullet[2]
            if badrect.colliderect(bullrect):
                enemy.play()
                acc[0] += 1
                badguys.pop(index)
                arrows.pop(index1)
            index1 += 1
        index += 1
    for badguy in badguys:
        screen.blit(badguyimg, badguy)

    # 6.4 - Draw clock
    font = pygame.font.Font(None, 24)
    survivedtext = font.render(str((90000-pygame.time.get_ticks())/60000)+":"+
                               str((90000-pygame.time.get_ticks())/1000%60).zfill(2),
                               True, (0,0,0))
    textRect = survivedtext.get_rect()
    textRect.topright=[635, 5]
    screen.blit(survivedtext, textRect)

    # 6.5 - Draw health bar
    screen.blit(healthbar, (5,5))
    for health1 in range(healthvalue):
        screen.blit(health, (health1+8,8))
    # 7 - update the screen
    pygame.display.flip()
    # 8 - loop through the events
    for event in pygame.event.get():
        # check if the event is the X button
        if event.type == pygame.QUIT:
            # if it is quit the game
            pygame.quit()
            exit(0)
        if event.type == pygame.KEYDOWN:
            if event.key == K_w:
                keys[0] = True
            elif event.key == K_a:
                keys[1] = True
            elif event.key == K_s:
                keys[2] = True
            elif event.key == K_d:
                keys[3] = True
        if event.type == pygame.KEYUP:
            if event.key == K_w:
                keys[0] = False
            elif event.key == K_a:
                keys[1] = False
            elif event.key == K_s:
                keys[2] = False
            elif event.key == K_d:
                keys[3] = False
        if event.type == pygame.MOUSEBUTTONDOWN:
            shoot.play()
            position = pygame.mouse.get_pos()
            acc[1] += 1
            arrows.append([math.atan2(position[1]-(playerpos1[1]+32), position[0]-(playerpos1[0]+26)),
                           playerpos1[0]+32, playerpos1[1]+32])
    if keys[0]:
        playerpos[1] -= 5
    elif keys[1]:
        playerpos[0] -= 5
    elif keys[2]:
        playerpos[1] += 5
    elif keys[3]:
        playerpos[0] += 5
    badtimer -= 1

    #10 - Win/Lose check
    if pygame.time.get_ticks() >= 90000:
        running = 0
        exitcode = 1
    if healthvalue <= 0:
        running = 0
        exitcode = 0
    if acc[1] != 0:
        accuracy = acc[0] * 1.0 / acc[1] * 100
    else:
        accuracy = 0

#11 - Win/lose display
if exitcode == 0:
    pygame.font.init()
    font = pygame.font.Font(None, 24)
    text = font.render("Accuracy: " + str(accuracy) + "%", True, (255, 0, 0))
    textRect = text.get_rect()
    textRect.centerx = screen.get_rect().centerx
    textRect.centery = screen.get_rect().centery+24
    screen.blit(gameover, (0,0))
    screen.blit(text, textRect)
else:
    pygame.font.init()
    font = pygame.font.Font(None, 24)
    text = font.render("Accuracy: " + str(accuracy) + "%", True, (0, 255, 0))
    textRect = text.get_rect()
    textRect.centerx = screen.get_rect().centerx
    textRect.centery = screen.get_rect().centery + 24
    screen.blit(youwin, (0, 0))
    screen.blit(text, textRect)

while 1:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit(0)
    pygame.display.flip()

